Tuesday, December 30, 2014

The missions for the next tournament will be much like the last one. After some discussion, a lot of players do like the 4-game format while some do not like how much time it takes. It was also unfortunate that many games did not finish at least by turn 4. This means that either the missions must be simplified or that the tournament needs to be reduced to 3 games. I am extremely resistant to get rid of the 4th game, at least for the competitive prizes.

I have sent the missions below to others in the group for feedback and have made some adjustments. Now I'm asking everyone else to take a look for an idea of my attempt to smooth these missions out while maintaining the feel of the event.

The list-building format will be released later.

THIS FORMAT IS CURRENTLY IN BETA TEST MODE. Having said that, prepare all of your lists with a static + cumulative mission format in mind, such as the one below and the one we used in our last tournament.

Our goal is to solidify a single format, but it will take some adjustment to find "the sweet spot".

Please be sure to also read your Event Packet for rules on force composition, terrain, modeling, painting, and other specific considerations. All missions and Deployments will be rolled randomly by the Tournament Organizer.

Game Setup:

Fist Bump: Exchange army lists with your opponent and discuss models as needed.

Discuss Terrain: Ensure that the terrain features are worked out in an equitable manner. Discuss with the T.O. any insurmountable disagreements you may have.

Initiative: Roll off to determine which Player will go first.

Pick Sides: The Player going first picks their home table edge and, if necessary, the diagonal for Vanguard Strike.

Place Objectives: Starting with the Player going first, place all objectives. Each Player’s first Objective must be placed completely within their enemy’s deployment zone. If an Objective is The Relic, it must be placed at the center of the table and terrain must be nudged in the shortest possible direction to make room for it if it cannot be placed flat. Objectives must be placed on the ground level.

Deploy Armies: Starting with the Player going first, deploy armies. If you have any Fortifications, they must be placed first and, unless they are an Aegis Defense Line or Promethium Relay Pipes, a piece of terrain must be removed from your deployment zone before you deploy it. Nudge other terrain as needed to fit very large Fortifications.

Seize the Initiative: The Player going second may attempt to seize the initiative.

Special Rules:

All missions use the following Special Rules:\

Deepstrike

Scout

Infiltrate

Night Fight

Please note that Mysterious Objectives are not in play.

Additional Mission Rules:

Wipeouts:

If you destroy all of your opponent’s units, this is considered a Wipeout. The surviving player wins the primary and the secondary mission. Score tertiary objectives as normal.

Minumum Game Length

For games which do not reach Turn 4, both players score zero points for all missions. If you have not reached turn 4 when 15 minutes are left in the game, please alert a T.O. so that we may help you move models and count dice. If you have reached turn 4, you will finish out your game which will eat into your break time and you must be punctual for the next game. Be prepared for any game to be extended past the maximum time… do not play for a specific game length.

Missions:

Each game, or “Scenario” will feature certain missions. Some Missions have “Victory Points”. These Victory Points determine if the player wins that specific mission, but are not used to determine final game score. If you win that mission, you get a specific and set number of Battle Points which determines whether you win the game as a whole.

Hold Objectives: The player holding the most Objectives at the end of the game wins this mission.

Tactical Objectives: Starting on Turn 2, at the end of each of your player turns, score 1 Victory Point for each Objective you’re holding and each unit you killed (during your turn). The player with the most Victory Points for this mission at the end of the game wins this mission. It is suggested you use cards or tokens to keep track of this number.

Purge: Score 1 Victory Point every time you kill an enemy unit. Superheavy units and Gargantuan units count as 1 Victory Point for 3 wounds or hull points they have been damaged by at the end of the game. The player with the most Victory Points for this mission at the end of the game wins this mission. It is suggested you use cards or tokens to keep track of this number.

Linebreaker: As per the core rulebook.

Slay the Warlord: As per the core rulebook.

Big Game Hunter: The player wins this mission if, among all the units killed by both players, they killed the one which was worth the most points. Note that any unit destroyed counts as having been killed by the opponent. Note that this means it is highly unlikely players will tie this Mission unless they both kill a unit of the same points value.

Special Bonus Points: Some units or Warlord Traits allow you to earn bonus Victory Points such as the Ork Tankbustas' Glory Hogs ability. The mission in which you will score these points is listed with an asterisk *.

Scenarios:

The T.O. will roll a random Scenario and a random Deployment Type for each game. Each Scenario will only be used once and the only Deployment type which will be duplicated is Dawn of War.

Scenario 6 - The Relic

Objectives: 3Special Mission Rules: Objective #3 is The Relic. Remember, The Relic still counts as an Objective and can be scored by models within 3” and the Relic may not be picked up until turn 2. In Cumulative Objectives, The Relic is worth 2 Victory Points.Missions: